效果演示:
使用方式:
1、导入表情
2、设置图片格式
3、生成表情图集
4、创建/修改目标材质球
5、测试
修复换行问题
修复前:
修复后:
修复代码:
组件扩展
1、右键扩展
2、组件归类:
注意事项
文章引用:
EmojiText组件代码来源工程地址:https://github.com/zouchunyi/EmojiText
效果演示:
使用方式:
1、导入表情
将表情图片素材(png格式)导入到Unity工程中的这个目录中:Assets/Emoji/Input,目录可以按需更换。
注意表情图片的尺寸必须一致,命名规范:纯字母.png或 纯字母_数字.png,例:a.png, b_0.png,b_1.png。
同一个表情的序列帧图片,以_数字结尾。
2、设置图片格式
设置图片格式为Default,设置Non-Power of 2(2的n次方)为ToNearest,勾选Read/Write Enabled。最后点击Apply按钮。
3、生成表情图集
点击菜单EmojiText/Build Emoji后,会按照EmojiBuilder脚本中的默认值进行创建图集保存数据,为了方便操作在这里扩展成一个UnityEditor窗口。
/*Description:Create the Atlas of emojis and its data texture.How to use?1)Put all emojies in Asset/Framework/Resource/Emoji/Input.Multi-frame emoji name format : Name_Index.png , Single frame emoji format: Name.png2)Excute EmojiText->Build Emoji from menu in Unity.3)It will outputs two textures and a txt in Emoji/Output.Drag emoji_tex to "Emoji Texture" and emoji_data to "Emoji Data" in UGUIEmoji material.4)Repair the value of "Emoji count of every line" base on emoji_tex.png.5)It will auto copys emoji.txt to Resources, and you can overwrite relevant functions base on your project.Author:zouchunyiE-mail:zouchunyi@kingsoft.com
*/
using System;
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
public class EmojiBuilder : EditorWindow {private static string OutputPath = "Assets/Emoji/Output/";private static string InputPath = "Assets/Emoji/Input/";private const string CopyTargetPath = "Assets/Resources/emoji.txt";private static readonly Vector2[] AtlasSize = new Vector2[]{new Vector2(32,32),new Vector2(64,64),new Vector2(128,128),new Vector2(256,256),new Vector2(512,512),new Vector2(1024,1024),new Vector2(2048,2048)};struct EmojiInfo{public string key;public string x;public string y;public string size;}private static int EmojiSize = 32;//the size of emoji.[MenuItem("EmojiText/Build Emoji Wnd")]public static void BuildEmojiWnd(){GetWindow<EmojiBuilder>();}private void OnGUI(){InputPath = EditorGUILayout.TextField("表情散图存放路径", InputPath);OutputPath = EditorGUILayout.TextField("表情图集生成路径", OutputPath);EditorGUILayout.HelpBox("注意:每个表情图片尺寸需要统一。",MessageType.Warning);EmojiSize = EditorGUILayout.IntField("单个表情图尺寸", EmojiSize);if (GUILayout.Button("生成表情图集")) {BuildEmoji (); }}// [MenuItem("EmojiText/Build Emoji")]public static void BuildEmoji(){// List<char> keylist = new List<char> ();// for(int i = 0; i<100; i++)// {// keylist.Add(i.ToString());// }// for (int i = 48; i <= 57; i++) {// keylist.Add (System.Convert.ToChar(i));//0-9// }// for (int i = 65; i <= 90; i++) {// keylist.Add (System.Convert.ToChar(i));//A-Z// }// for (int i = 97; i <= 122; i++) {// keylist.Add (System.Convert.ToChar(i));//a-z// }//search all emojis and compute they frames.Dictionary<string,int> sourceDic = new Dictionary<string,int> ();string[] files = Directory.GetFiles (Application.dataPath.Replace("Assets", "") + InputPath,"*.png");for (int i = 0; i < files.Length; i++) {string[] strs = files [i].Split ('/');string[] strs2 = strs [strs.Length - 1].Split ('.');string filename = strs2 [0];string[] t = filename.Split('_');string id = t [0];if (sourceDic.ContainsKey(id)) {sourceDic[id]++;} else {sourceDic.Add (id, 1);}}//create the directory if it is not exist.if (!Directory.Exists (OutputPath)) {Directory.CreateDirectory (OutputPath);} Dictionary<string,EmojiInfo> emojiDic = new Dictionary<string, EmojiInfo> ();int totalFrames = 0;foreach (int value in sourceDic.Values) {totalFrames += value;}Vector2 texSize = ComputeAtlasSize (totalFrames);Texture2D newTex = new Texture2D ((int)texSize.x, (int)texSize.y, TextureFormat.ARGB32, false);Texture2D dataTex = new Texture2D ((int)texSize.x / EmojiSize, (int)texSize.y / EmojiSize, TextureFormat.ARGB32, false);int x = 0;int y = 0;int keyindex = 0;foreach (string key in sourceDic.Keys) {for (int index = 0; index < sourceDic[key]; index++) {string path = InputPath + key;if (sourceDic[key] == 1) {path += ".png";} else {path += "_" + (index + 1).ToString() + ".png";}Texture2D asset = AssetDatabase.LoadAssetAtPath<Texture2D> (path);Color[] colors = asset.GetPixels (0); for (int i = 0; i < EmojiSize; i++) {for (int j = 0; j < EmojiSize; j++) {newTex.SetPixel (x + i, y + j, colors [i + j * EmojiSize]);}}string t = System.Convert.ToString (sourceDic [key] - 1, 2);float r = 0, g = 0, b = 0;if (t.Length >= 3) {r = t [2] == '1' ? 0.5f : 0;g = t [1] == '1' ? 0.5f : 0;b = t [0] == '1' ? 0.5f : 0;} else if (t.Length >= 2) {r = t [1] == '1' ? 0.5f : 0;g = t [0] == '1' ? 0.5f : 0;} else {r = t [0] == '1' ? 0.5f : 0;}dataTex.SetPixel (x / EmojiSize, y / EmojiSize, new Color (r, g, b, 1));if (! emojiDic.ContainsKey (key)) {EmojiInfo info;// if (keyindex < keylist.Count)// {// info.key = "[" + char.ToString(keylist[keyindex]) + "]";// }else// {// info.key = "[" + char.ToString(keylist[keyindex / keylist.Count]) + char.ToString(keylist[keyindex % keylist.Count]) + "]";// }info.key = "[" + keyindex + "]";info.x = (x * 1.0f / texSize.x).ToString();info.y = (y * 1.0f / texSize.y).ToString();info.size = (EmojiSize * 1.0f / texSize.x).ToString ();emojiDic.Add (key, info);keyindex ++;}x += EmojiSize;if (x >= texSize.x) {x = 0;y += EmojiSize;}}}byte[] bytes1 = newTex.EncodeToPNG ();string outputfile1 = OutputPath + "emoji_tex.png";File.WriteAllBytes (outputfile1, bytes1);byte[] bytes2 = dataTex.EncodeToPNG ();string outputfile2 = OutputPath + "emoji_data.png";File.WriteAllBytes (outputfile2, bytes2);using (StreamWriter sw = new StreamWriter (OutputPath + "emoji.txt",false)) {sw.WriteLine ("Name\tKey\tFrames\tX\tY\tSize");foreach (string key in emojiDic.Keys) {sw.WriteLine ("{" + key + "}\t" + emojiDic[key].key + "\t" + sourceDic[key] + "\t" + emojiDic[key].x + "\t" + emojiDic[key].y + "\t" + emojiDic[key].size);}sw.Close ();}File.Copy (OutputPath + "emoji.txt",CopyTargetPath,true);AssetDatabase.Refresh ();FormatTexture ();EditorUtility.DisplayDialog ("生成成功", "生成表情图集成功!", "确定");}private static Vector2 ComputeAtlasSize(int count){long total = count * EmojiSize * EmojiSize;for (int i = 0; i < AtlasSize.Length; i++) {if (total <= AtlasSize [i].x * AtlasSize [i].y) {return AtlasSize [i];}}return Vector2.zero;}private static void FormatTexture() {TextureImporter emojiTex = AssetImporter.GetAtPath (OutputPath + "emoji_tex.png") as TextureImporter;emojiTex.filterMode = FilterMode.Point;emojiTex.mipmapEnabled = false;emojiTex.sRGBTexture = true;emojiTex.alphaSource = TextureImporterAlphaSource.FromInput;emojiTex.textureCompression = TextureImporterCompression.Uncompressed;emojiTex.SaveAndReimport ();TextureImporter emojiData = AssetImporter.GetAtPath (OutputPath + "emoji_data.png") as TextureImporter;emojiData.filterMode = FilterMode.Point;emojiData.mipmapEnabled = false;emojiData.sRGBTexture = false;emojiData.alphaSource = TextureImporterAlphaSource.None;emojiData.textureCompression = TextureImporterCompression.Uncompressed;emojiData.SaveAndReimport ();}
}
生成成功后可以在“表情图集生成路径”中看到有三个文件。
其中emoji文本文件记录了,当前生成的图集中每个表情的数据信息。
该文件会在生成的时候拷贝到Resources目录,该地址可以通过脚本中CopyTargetPath属性值进行指定。
4、创建/修改目标材质球
原工程默认会自带一个材质球“UGUIEmoji”,目标位于材质球“Material”文件夹中,如果灭有可以手动创建。右键Shader文件夹中的“UI-EmojiFont”文件可以直接创建目标材质球。也可以创建出来材质球后手动指定材质球的Shader。
将生成好的emoji_data和emoji_tex分别拖放到材质球对应的属性中。
因为生成的图集“emoji_tex”的每一行是4个表情,所以设置Emoji count of every line为4,FrameSpeed是每秒播放序列帧数量,可根据实际情况调整。
5、测试
创建一个空对象,挂载“EmojiText”脚本组件,在输入文本内容“[0]你好[1]”,给组件添加改好的材质球,即可看到效果。
修复换行问题
修复前:
修复后:
问题修复需要改动“EmojiText”脚本。修复工程源码来源:https://github.com/ry02/EmojiText
修复代码:
// Textは自動改行が入ると、改行コードの位置にもvertsの中に頂点情報が追加されるが、
// 自動改行が入らないと、改行コードのための頂点情報は無いので、Indexを調整する
if (emojiDic.Count > 0)
{MatchCollection newLines = Regex.Matches(emojiText, "\\n");// TextのRect範囲外は行(lineCount)にならないので、全文字が表示されている(characterCount)かも確認する。if (cachedTextGenerator.lineCount == newLines.Count + 1 && emojiText.Length < cachedTextGenerator.characterCount){// 絵文字があり、自動改行が入っていないので、indexを改行コードの数だけ調整するDictionary<int, EmojiInfo> emojiDicReplace = new Dictionary<int, EmojiInfo>();foreach (var ed in emojiDic){int index = ed.Key;int offset = 0;foreach (Match nl in newLines){if (nl.Index < index){offset -= 1;}}emojiDicReplace.Add(index + offset, ed.Value);}emojiDic = emojiDicReplace;}
}
修复后的EmojiText源代码:
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Text.RegularExpressions;
public class EmojiText : Text
{private const float ICON_SCALE_OF_DOUBLE_SYMBOLE = 0.7f;public override float preferredWidth =>cachedTextGeneratorForLayout.GetPreferredWidth(emojiText, GetGenerationSettings(rectTransform.rect.size)) /pixelsPerUnit;public override float preferredHeight =>cachedTextGeneratorForLayout.GetPreferredHeight(emojiText, GetGenerationSettings(rectTransform.rect.size)) /pixelsPerUnit;private string emojiText => Regex.Replace(text, "\\[[a-z0-9A-Z]+\\]", "%%");private static Dictionary<string, EmojiInfo> m_EmojiIndexDict = null;struct EmojiInfo{public float x;public float y;public float size;}readonly UIVertex[] m_TempVerts = new UIVertex[4];protected override void OnPopulateMesh(VertexHelper toFill){if (font == null){return;}if (m_EmojiIndexDict == null){m_EmojiIndexDict = new Dictionary<string, EmojiInfo>();//load emoji data, and you can overwrite this segment code base on your project.TextAsset emojiContent = Resources.Load<TextAsset>("emoji");string[] lines = emojiContent.text.Split('\n');for (int i = 1; i < lines.Length; i++){if (!string.IsNullOrEmpty(lines[i])){string[] strs = lines[i].Split('\t');EmojiInfo info;info.x = float.Parse(strs[3]);info.y = float.Parse(strs[4]);info.size = float.Parse(strs[5]);m_EmojiIndexDict.Add(strs[1], info);}}}Dictionary<int, EmojiInfo> emojiDic = new Dictionary<int, EmojiInfo>();if (supportRichText){int nParcedCount = 0;//[1] [123] 替换成#的下标偏移量 int nOffset = 0;MatchCollection matches = Regex.Matches(text, "\\[[a-z0-9A-Z]+\\]");for (int i = 0; i < matches.Count; i++){EmojiInfo info;if (m_EmojiIndexDict.TryGetValue(matches[i].Value, out info)){emojiDic.Add(matches[i].Index - nOffset + nParcedCount, info);nOffset += matches[i].Length - 1;nParcedCount++;}}}// We don't care if we the font Texture changes while we are doing our Update.// The end result of cachedTextGenerator will be valid for this instance.// Otherwise we can get issues like Case 619238.m_DisableFontTextureRebuiltCallback = true;Vector2 extents = rectTransform.rect.size;var settings = GetGenerationSettings(extents);cachedTextGenerator.Populate(emojiText, settings);Rect inputRect = rectTransform.rect;// get the text alignment anchor point for the text in local spaceVector2 textAnchorPivot = GetTextAnchorPivot(alignment);Vector2 refPoint = Vector2.zero;refPoint.x = Mathf.Lerp(inputRect.xMin, inputRect.xMax, textAnchorPivot.x);refPoint.y = Mathf.Lerp(inputRect.yMin, inputRect.yMax, textAnchorPivot.y);// Apply the offset to the verticesIList<UIVertex> verts = cachedTextGenerator.verts;float unitsPerPixel = 1 / pixelsPerUnit;int vertCount = verts.Count;// We have no verts to process just return (case 1037923)if (vertCount <= 0){toFill.Clear();return;}// Textは自動改行が入ると、改行コードの位置にもvertsの中に頂点情報が追加されるが、// 自動改行が入らないと、改行コードのための頂点情報は無いので、Indexを調整するif (emojiDic.Count > 0){MatchCollection newLines = Regex.Matches(emojiText, "\\n");// TextのRect範囲外は行(lineCount)にならないので、全文字が表示されている(characterCount)かも確認する。if (cachedTextGenerator.lineCount == newLines.Count + 1 && emojiText.Length < cachedTextGenerator.characterCount){// 絵文字があり、自動改行が入っていないので、indexを改行コードの数だけ調整するDictionary<int, EmojiInfo> emojiDicReplace = new Dictionary<int, EmojiInfo>();foreach (var ed in emojiDic){int index = ed.Key;int offset = 0;foreach (Match nl in newLines){if (nl.Index < index){offset -= 1;}}emojiDicReplace.Add(index + offset, ed.Value);}emojiDic = emojiDicReplace;}}Vector2 roundingOffset = new Vector2(verts[0].position.x, verts[0].position.y) * unitsPerPixel;roundingOffset = PixelAdjustPoint(roundingOffset) - roundingOffset;toFill.Clear();if (roundingOffset != Vector2.zero){for (int i = 0; i < vertCount; ++i){int tempVertsIndex = i & 3;m_TempVerts[tempVertsIndex] = verts[i];m_TempVerts[tempVertsIndex].position *= unitsPerPixel;m_TempVerts[tempVertsIndex].position.x += roundingOffset.x;m_TempVerts[tempVertsIndex].position.y += roundingOffset.y;if (tempVertsIndex == 3){toFill.AddUIVertexQuad(m_TempVerts);}}}else{for (int i = 0; i < vertCount; ++i){EmojiInfo info;int index = i / 4;if (emojiDic.TryGetValue(index, out info)){//compute the distance of '[' and get the distance of emoji //计算2个%%的距离float emojiSize = 2 * (verts[i + 1].position.x - verts[i].position.x) *ICON_SCALE_OF_DOUBLE_SYMBOLE;float fCharHeight = verts[i + 1].position.y - verts[i + 2].position.y;float fCharWidth = verts[i + 1].position.x - verts[i].position.x;float fHeightOffsetHalf = (emojiSize - fCharHeight) * 0.5f;float fStartOffset = emojiSize * (1 - ICON_SCALE_OF_DOUBLE_SYMBOLE);m_TempVerts[3] = verts[i]; //1m_TempVerts[2] = verts[i + 1]; //2m_TempVerts[1] = verts[i + 2]; //3m_TempVerts[0] = verts[i + 3]; //4m_TempVerts[0].position += new Vector3(fStartOffset, -fHeightOffsetHalf, 0);m_TempVerts[1].position +=new Vector3(fStartOffset - fCharWidth + emojiSize, -fHeightOffsetHalf, 0);m_TempVerts[2].position += new Vector3(fStartOffset - fCharWidth + emojiSize, fHeightOffsetHalf, 0);m_TempVerts[3].position += new Vector3(fStartOffset, fHeightOffsetHalf, 0);m_TempVerts[0].position *= unitsPerPixel;m_TempVerts[1].position *= unitsPerPixel;m_TempVerts[2].position *= unitsPerPixel;m_TempVerts[3].position *= unitsPerPixel;float pixelOffset = emojiDic[index].size / 32 / 2;m_TempVerts[0].uv1 = new Vector2(emojiDic[index].x + pixelOffset, emojiDic[index].y + pixelOffset);m_TempVerts[1].uv1 = new Vector2(emojiDic[index].x - pixelOffset + emojiDic[index].size,emojiDic[index].y + pixelOffset);m_TempVerts[2].uv1 = new Vector2(emojiDic[index].x - pixelOffset + emojiDic[index].size,emojiDic[index].y - pixelOffset + emojiDic[index].size);m_TempVerts[3].uv1 = new Vector2(emojiDic[index].x + pixelOffset,emojiDic[index].y - pixelOffset + emojiDic[index].size);toFill.AddUIVertexQuad(m_TempVerts);i += 4 * 2 - 1;}else{int tempVertsIndex = i & 3;m_TempVerts[tempVertsIndex] = verts[i];m_TempVerts[tempVertsIndex].position *= unitsPerPixel;if (tempVertsIndex == 3){toFill.AddUIVertexQuad(m_TempVerts);}}}}m_DisableFontTextureRebuiltCallback = false;}
}
组件扩展
1、右键扩展
在使用中为了方便的创建对象,如同创建Text时的右键菜单,这时候我们可以扩展一下脚本。
新建一个脚本 “EmojiMenu”,添加如下代码:
private static Transform FindParent()
{// 获取当前选择的对象,并检索是否符合条件var transform = Selection.activeTransform;if (transform == null){var canvas = FindObjectOfType<Canvas>();if (canvas){return canvas.transform;}}else if (transform.GetComponentInParent<Canvas>()){return transform;}// 创建一个Canvas对象var gameObject = new GameObject("UICanvas");if (transform != null){gameObject.transform.SetParent(transform);}gameObject.AddComponent<Canvas>();gameObject.AddComponent<CanvasScaler>();gameObject.AddComponent<GraphicRaycaster>();return gameObject.transform;
}
[MenuItem("GameObject/UI/Emoji Text")]
public static void AddEmojiText(MenuCommand menuCommand)
{var child = new GameObject("Emoji Text", typeof(EmojiText));RectTransform rectTransform = child.GetComponent<RectTransform>();rectTransform.SetParent(FindParent());rectTransform.sizeDelta = new Vector2(160, 30);rectTransform.localPosition = Vector3.zero;rectTransform.localRotation = Quaternion.identity;rectTransform.localScale = Vector3.one;
}
2、组件归类:
在“EmojiText”类前面添加即可实现,展开组件菜单的UI项,可以找到当前类型。
[AddComponentMenu("UI/EmojiText", 100)]
注意事项
1、存在换行时或者一条字符串中有多个表情时,添加空格会导致文本错乱!!!
2、在使用EmojiText组件时,父节点中如果存在Canvas,请注意Canvas的Additional Shader Channels 属性是否选择了TexCoord1,如果没有选择请勾选该选项,否则会导致图文混排显示异常。
文章引用:
1、GitHub:zouchunyi/EmojiText
2、GitHub:ry02/EmojiText